Fortune & Glory

Naval Combat

On the wide, open sea, one ship can spot another from miles away, making it virtually impossible to surprise another ship. If both ships want to engage in combat, the ships close with one another and begin ship-to-ship combat normally. If one ship wants to avoid combat, however, a chase ensues. At the GM’s discretion, a faster ship can always catch a slower ship, but even slow ships can take advantage of favorable winds, currents, or coastal terrain to make good their escape.

When two ships first encounter one another, the pilots of the two ships must make three opposed sailing checks. Whichever pilot wins at least two out of three of the opposed checks is victorious. If the pursuing ship wins, it catches up to the fleeing ship and ship-to-ship combat begins. If the fleeing ship wins, it escapes. If the result is a tie, the pilots should begin a new series of three opposed checks. Such chases can take days, as one ship struggles to outmaneuver the other. At the GM’s discretion, roll 1d4 to determine the number of days a chase lasts.

Withdrawing

Once in ship-to-ship combat, a ship can withdraw from combat by simply moving off the edge of the battle mat, ending ship-to-ship combat immediately. At the GM’s discretion, the ship has either escaped completely, or the two ships can go back to the evasion and pursuit rules above.

Ship-to-Ship Combat

The following are the rules for how ships act in the combat round. Once at least two ships are ready to engage in combat, use a large, blank battle mat to represent the waters on which the battle occurs. A battlemap square corresponds to 15 feet of distance (see the Size and Space section).

Determine which ship is the attacker and which is the defender. As pirates, the PCs will usually be the attacking ship, and their opponent will usually be the defending ship (though the tables might be turned in specific encounters). Represent each ship by using markers that take up the appropriate number of squares, or use counters.

To establish the position of the ships on the battle mat, roll 1d4 to determine the ships’ heading (the direction they are facing). Since both ships are coming out of a chase, they are both assumed to have the same heading. A roll of 1 is north, 2 is east, 3 is south, and 4 is west. Place the defending ship as close to the center of the map as possible on the correct heading.

Next, roll 1d8 to determine the bearing of the attacking ship (its position relative to the other ship). Follow the guidelines for missed splash weapons, with a roll of 1 indicating north, and counting squares clockwise for a roll of 2 through 8 to determine the bearing. In some cases, this will put the attacking ship ahead of the defending ship—this simply means the attacking ship overshot its quarry as the chase came to a close.

Finally, roll 2d4+4 to determine the number of squares on the battle mat between the two ships. Place the attacking ship on the map at the appropriate bearing and distance from the opposing ship.

Unless otherwise detailed in an encounter, assume that each ship begins combat with a speed of 30 feet. Any siege engines carried on a ship are likewise assumed to be loaded at the beginning of combat.

Wind

If any of the ships in the battle rely on sails and wind to move, randomly determine what direction the wind is blowing by rolling 1d4 and using the same guidelines for determining heading.

Initiative

When combat begins, the pilot of a ship should roll initiative as normal—the ship moves at the start of its pilot’s turn. If a ship has no pilot, it moves on the turn of the last creature that was its pilot, or on a turn determined by the GM. If they wish to take actions in combat, the PCs (and important NPCs involved in the combat) should roll initiative at this time as well.

The Upper Hand

At the beginning of every round, each pilot makes an opposed sailing check to determine who has the upper hand that round. This represents the vagaries of luck, skill, and the environment, whether catching a favorable gust of wind, taking advantage of a fast current, sliding down the back of a large wave, or disrupting an opposing ship’s wind with your own ship’s “dirty air.” The pilot who succeeds at the check gains the upper hand, and can immediately reposition her ship by two squares in any direction as a free action. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can reposition her ship by an additional two squares. On a tie, neither pilot gains the upper hand.

Alternatively, the pilot who wins the upper hand can change the heading of her ship by 90 degrees. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can change the heading of her ship by an additional 90 degrees.

A ship that is upwind of another ship (closer to the direction of the wind) is said to “hold the weather gage,” and gains a +2 bonus on the opposed check to gain the upper hand.

Actions in Combat
Almost all actions are affected by lack of crew, taking a -10 penalty if there is less than a full crew, and impossible if less than half a crew.
Captain Actions

More Sail/Heave To

the Captain is in charge of determining the speed of the vessel by ordering the crew to lay on more sail or draw the sails in. This changes the ship’s speed by its acceleration up or down a step not exceeding maximum speed.

Look Alive

The Captain drives the crew to pay close attention to their jobs making the ship sail smoothly and well. With a successful DC10 Profession (sailor) check you grant the Pilot a +2 on Profession (sailor) checks to pilot the ship. This is basically an Aid Another, a good default for when the other actions don’t apply.

Take Cover

the Captain orders the crew protect themselves from incoming siege weapon fire, magical attacks, or to brace for the impact of a ram etc… the Pilot receives a -4 penalty to Profession (sailor) checks to pilot the ship, and the Master at Arms receives -4 to attacks with siege weapons, but the crew gets +8 cover bonus to AC and +4 to reflex saves (replacing their normal cover bonuses as occupants of a ship).

Fix It

The Captain uses this command whenever there is a mishap or problem on the ship either due to siege weapon damage or any other reason: a spar breaks, a sail flies loose, something catches fire, a siege engine misfires etc… This gives the Pilot and Master at Arms the same penalties as “Take Cover”, but with a successful Craft (ships) check (DC set by GM depending on severity of damage) the problem can be jury-rigged sufficiently to remove any penalties or prevent further damage.

Grapple/Break Free

The Captain calls for the grapple when the time comes. This gives the Pilot and the Master at Arms the same penalties as “Take Cover”, and then the Captain makes a combat maneuver check using the base CMB of the ship plus the Captain’s Profession (sailor) modifier as the total CMB of the grappling maneuver against the CMD of the target ship. This command can also be used to break a grapple in the same way, but with a -4 penalty.

Pilot Actions

Uncontrolled (no action)

When the pilot does nothing, if there is no pilot, or if the ship has less than half its crew, the ship is uncontrolled. An uncontrolled ship does nothing except take the uncontrolled action until it stops or someone becomes its new pilot. An uncontrolled ship moves forward only (it cannot move forward diagonally) and automatically decelerates by 30 feet. Even if a ship does nothing, it can still ram into something (see Ramming, below).

Tack or Jibe

The pilot turns the ship or moves diagonally forward on the battlemat. Make a Profession (sailor) check DC10 with the following difficulty modifiers:

For example a pilot on a ship moving twice its acceleration trying to execute a 90-degree turn to Port would need to succeed on a DC20 Profession (sailor) check. This will be the action pilots will need to take every round they want to do anything but move the ship straight forward.

Evasive Maneuvers

The pilot makes an opposed Profession (Sailor) check against the other pilots in the combat. A success grants the ship a +4 to its AC and saves for the next round, but a -8 to the Master at Arms for any siege weapon attacks. For each 5 that the pilot beats her opponents she may increase this bonus by +2.

Make Way

With a successful sailing check, a pilot can make a tricky or difficult maneuver that forces an enemy pilot to react. The pilot makes an opposed Profession (sailor) check against the other pilots in the combats. Success allows them one of the following effects:
•Enemy Pilot is -4 on Profession (Sailor) checks for a round
•Enemy Ship is -4 on AC and saves for a round
•Enemy Siege Gunners are -4 on attacks for a round

Ramming Maneuver

See ramming, below.

Deck Officer Actions

Boost Morale

The Deck Officer makes a Diplomacy, Intimidate, or Perform check DC 15 + 2x (current Morale). See how to calculate Morale in Boarding Rules below. A success raises the Morale of the crew by 1 for the remainder of the encounter.

Look Alive

The Deck Officer drives the crew to pay close attention to their jobs making the ship sail smoothly and well. With a successful DC10 Profession (sailor) check you grant the Pilot a +2 on Profession (sailor) checks to pilot the ship. This is basically an Aid Another, a good default for when the other actions don’t apply.

Mock Enemies

The Deck Officer can make an Intimidate of Perform check DC 15 + 2x(enemy’s current morale) to lower the Morale of an enemy crew by 1 for the remainder of the encounter. Alternately Diplomacy can be used if the Deck Officer offers bribes (which must be given in the event of victory).

Sea Chanty

The Deck Officer can sing songs which aid timing and cooperation among the crew resulting in +2 to all other roles in any of their skill checks.

Bloodthirsty Ballad

The Deck Officer can get the crew riled up for battle with a successful Perform check DC 15 + 2x(enemy’s current morale), providing a +1 bonus to their attack and defense stats.

Master at Arms Actions

Load/Aim/Fire

The basic job of the Master at Arms is to decide where and when to fire all the weapons on the ship, and at what. For the most part this just involves following the rules of Siege Engines as in the Skull & Shackles Guide. (size penalties, how many crew necessary on each engine, how many rounds to load, rounds to aim etc). The Master at Arms can coach all the weapon crews simultaneously assuming there are enough crew to man each weapon. The Master at Arms then rolls a Profession (siege engineer) check DC10 to give each weapon crew a +2 bonus on their attack (as Aid Another). Calculate a basic crew’s attack with the following modifiers:

The Master at Arms may spend an extra round coaching her weapon crews on their aim. With a successful Profession (siege engineer) check DC20 the Master at Arms may have each siege weapon that fires in that round deal double damage against structures on its next attack, if it hits.

Make Her Bleed

If the Master at Arms has his crews target a part of the ship that they previously damaged she may make a Profession (siege engineer) check DC20 to have each siege weapon that fires in that round deal double damage against structures on its next attack, if it hits. This stacks with “Steady…Steady” so it is possible to deal up to triple damage against structures with an extra round of aiming and two DC20 Profession (siege engineer) checks against a previously damaged part of an enemy ship.

Attacks

Ships typically don’t have attacks and do not threaten any area around them, though some ships can be fitted with rams. Some ships also carry siege engines. Provided that the ship has enough additional crew to operate them, these siege engines can make attacks. While individuals aboard a ship generally don’t play a significant role in ship-to-ship combat, important characters such as PCs might still become involved if they wish to fire siege engines or if an enemy ship is in range of their ranged attacks or spells. When attacking a ship, you can attack the ship’s structure, occupants, propulsion, or control device. You can also attempt to grapple and board a ship. In addition, a ship can make a ramming maneuver or shearing maneuver as part of its movement.

Attacking the Structure

This is an attack against the ship itself. If the attack is successful, the ship takes damage normally.

Attacking an Occupant

This is a normal attack against a ship’s occupant—any creature that is a passenger, pilot, crew, or providing propulsion on a ship. Occupants get partial cover (2 to AC and +1 on Reflex saving throws) or greater against attacks coming from outside of the ship. Occupants in a forecastle or sterncastle have cover (4 to AC and 2 on Reflex saving throws), while those inside a port or hatch have improved cover (8 to AC and +4 on Reflex saving throws). In general, once combat begins among the occupants of two ships (such as when boarding), ship-to-ship combat should be replaced with shipboard combat.

Attacking Propulsion

A ship’s means of propulsion usually has its own set of statistics (see above), while creatures propelling a ship use their own statistics. See Attacking an Occupant above if crew members providing propulsion are attacked. Individual ship stat blocks detail their means of propulsion.

Attacking the Control Device

A ship’s control device is an object with its own statistics (see Control Devices). When a control device is destroyed, the ship can no longer be piloted.

Attacking a Siege Engine

Siege engines mounted on a ship have their own statistics (see Ship Statistics). Siege engines benefit from cover as occupants on a ship.

Broadsides

Some ships can carry a large number of siege engines. Rather than bog down ship-to-ship combat with numerous individual attack rolls, siege engines can be fired in “broadsides.” All siege engines of the same type on a single side of the ship can fire at once. Broadside attacks can only be used to attack the structure of a ship or propulsion. Make a single attack roll for all of the siege engines in the broadside. If the attack roll is successful, all of the weapons hit their target. If the attack roll fails, all of the weapons miss. On a successful attack roll, take the average damage of a single weapon and multiply it by the number of weapons in the broadside to determine the total damage dealt.

For example, a sailing ship with a bank of 10 light ballistae on its port side fires a broadside attack. A single light ballista deals 3d8 points of damage, for an average of 13.5 points of damage. If the attack hits, the broadside deals 13.5x 10, or 135 points of damage.

Ramming

To ram a target, a ship must move at least 30 feet and end with its forward square in a square adjacent to the target. The ship’s pilot must make a ramming combat maneuver check against the target’s CMD, using the base CMB of the ship plus the pilot’s sailing skill modifier (or Wisdom skill modifier if she is using that ability to control the ship) as the total CMB of the ramming maneuver. If the check is successful, the ship hits its target, dealing its ramming damage to the target. The ramming ship takes half that damage. A ship’s base ramming damage is listed in its stat block. If the pilot’s combat maneuver check exceeds the target’s CMD by 5 or more, the target takes twice the ship’s ramming damage. If the combat maneuver check exceeds the target’s CMD by 10 or more, the target takes twice the ship’s ramming damage and the target’s speed is immediately reduced to 0. Regardless of the result of the combat maneuver check, the ramming ship’s speed is reduced to 0.

If a ship collides with another ship or a solid object (an immobile structure with a hardness of 5 or more), it also makes a ramming maneuver, regardless of the pilot’s intent. There is no combat maneuver check for this ramming maneuver; its effects happen automatically. When a ship makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the ship take, allow the ship to enter the solid object’s space. The ship will only travel through that space if the damage is enough to destroy the solid object; in all other cases, the ship takes the damage and its speed is immediately reduced to 0 as it comes to a sudden stop directly in front of the solid object.

A ship can be outfitted with a ram on its forward facing. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first two squares of a solid object it enters, and all damage from ramming creatures or other objects (such as other ships). A ram can be added to a Large ship for 50 gp, a Huge ship for 100 gp, a Gargantuan ship for 300 gp, and a Colossal ship for 1,000 gp.

If a ship has less than its full crew complement, but has at least half its crew, the pilot takes a -10 penalty on her combat maneuver check to make a ramming maneuver. A ship without at least half its crew complement cannot make a ramming maneuver.

Shearing

A ship may attempt to shear off the oars of an opposing ship, if the target ship uses oars for muscle propulsion. To attempt a shearing maneuver, a ship must be adjacent to the target’s forward or rear square and move along the side of the target for a number of adjacent squares equal to the target ship’s number of squares. The ship’s pilot must make a shearing combat maneuver check against the target’s CMD, using the base CMB of the ship plus the pilot’s sailing skill modifier (or Wisdom skill modifier if she is using that ability to control the ship) as the total CMB of the shearing maneuver. If the check is successful, the ship shears the target’s oars. The target’s oars take damage that reduces their hit points to half their maximum hit point total and gain the broken condition, thus reducing the ship’s maximum speed by half and preventing its pilot from gaining the upper hand. If the target ship is in motion, and is traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed. A ship that does not use oars for muscle propulsion is unaffected by a shearing maneuver.

If a ship has less than its full crew complement, but has at least half its crew, the pilot takes a -10 penalty on her combat maneuver check to make a shearing maneuver. A ship without at least half its crew complement cannot make a shearing maneuver.

Taking Control of a Ship

If a ship has no pilot, another creature can take control of the ship as long as the creature is adjacent to the ship’s control device and makes a sailing check as a free action. The ship’s pilot can always give over control to another adjacent creature as a free action. If a creature wants to take control of a ship from another forcefully, it must kill the pilot or otherwise remove the pilot from the control device. When a new creature becomes the pilot, the ship moves on the new pilot’s turn, but not on the new pilot’s first turn after taking control of the ship.

Damaging a Ship

Ships have hit points and hardness based on their primary components. Most ships are made of wood (15 hit points per 5-foot-square, hardness 5). When a ship is reduced to below half its hit points, it gains the broken condition. When it reaches 0 hit points, it gains the sinking condition.

Broken Condition

Ships—and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a ship gains the broken condition, it takes a -2 penalty to AC, on sailing checks, saving throws, and on combat maneuver checks. If a ship or its means of propulsion becomes broken, the ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.

Sinking Condition

A ship that is reduced to 0 or fewer hit points gains the sinking condition. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. Each additional hit on a sinking ship that deals more than 25 points of damage reduces the remaining time for it to sink by 1 round. A ship that sinks completely drops to the bottom of the body of water and is considered destroyed. A destroyed ship cannot be repaired—it is so significantly damaged it cannot even be used for scrap material. Magic (such as make whole) can repair a sinking ship if the ship’s hit points are raised above 0, at which point the ship loses the sinking condition. Generally, nonmagical repairs take too long to save a ship from sinking once it begins to go down.

Repairing a Ship

The fastest and easiest way to repair a ship is with spells. Mending is not powerful enough to meaningfully affect an object as large as a ship, but make whole affects a ship as if it were a construct, repairing 1d6 points of damage per level. In addition, more mundane methods can also be used to repair ships. Because of their specialized construction, ships (as well as oars and sails) usually require the Craft (ships) skill to repair. Depending on the nature of the damage, skills such as Craft (carpentry) or Craft (sails), or even various Profession skills, can be used to repair ships with the GM’s approval. In general, a day’s worth of work by a single person using the appropriate skill to repair a ship requires 10 gp of raw materials and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. Fabricate can also be used to create the raw material needed for repairs. New oars can be purchased for 2 gp each.

Grappling and Boarding

When the crew of one ship wishes to board an enemy ship and attack its crew, they must first grapple the other ship. To grapple, the two ships must be within 30 feet of one another (in other words, they must be in adjacent squares on the battle mat). If both pilots want to grapple, grappling is automatically successful. The two crews throw out grappling lines and draw the ships together. If both ships are reduced to a speed of 0 as the result of a ramming maneuver, they are also considered grappled.

If only one pilot wants to grapple, she must make a combat maneuver check against the target ship’s CMD, using the base CMB of the ship plus the pilot’s sailing skill modifier (or Wisdom skill modifier if she is using that ability to control the ship) as the total CMB of the grappling maneuver. If the check is successful, the target ship is grappled. On the next round, the two ships are moved adjacent to one another, and the speed of both ships is reduced to 0. If a ship has less than its full crew complement, the pilot takes a -10 penalty on her combat maneuver check to make a grappling maneuver.

Breaking a Grapple

The pilot of a grappled ship can attempt to break the grapple by making a combat maneuver check against the opposing ship’s CMD, but at a -4 penalty. If the check is successful, the crew has cut the grappling lines and the freed ship may now move as normal.

Boarding

Once two ships are grappled, a crew can board the other ship. The pilot with the highest initiative can choose whether to board the opposing ship with her crew first or wait for the opposing crew to board her ship. Characters boarding an opposing ship are considered flat-footed for the first round of shipboard combat, due to the difficulty of climbing over the ships’ rails and finding footing on the enemy deck. Characters using a corvus to board another ship are not considered flat-footed.

Combat After Boarding

Ship-to-ship combat assumes that the PCs are more interested in capturing enemy ships than in sinking them. After all, if you sink a ship, you can’t plunder its cargo, ransom its crew and passengers, and sell (or use) the ship yourself. So once a ship has been boarded, ship-to-ship combat ends and shipboard combat begins on whichever ship was boarded first.

with the following modifiers:
•+1 for the ship’s Infamy/10 (rounded down)
•+1 for each battle won
•-1 for each battle lost
•+1 for “Morale Boost” combat action
•-1 for “Mock Enemies” combat action used against them
•+1 “Well Paid” crew upgrade
•other circumstantial bonuses or penalties per the GM

Once starting Morale has been determined each crew rolls a d20 + Attack and compares it to the defending crew’s Defense. A hit deals 1d2 points of Morale damage to the other side. Keep track of the total amount of Morale Damage each side receives during the Boarding Action. This continues till one crew reaches 0 Morale. A crew that reaches 0 Morale stops fighting and either surrenders or retreats to their own ship or tries to escape. This ends the Boarding Action.

Fatalities and Casualties

Roll 1d3-1 per point of Morale damage each side received during the Boarding Action. This represents the number of fatalities that side suffered. For example if a crew started with 4 Morale and was defeated, then roll 4d3-4 to determine the number of deaths they suffered. If a crew started with 4 Morale and was victorious ending with 2 Morale, they still suffered 2d3-2 fatalities during the Boarding Action.

Casualties (serious non-fatal injuries) are always double the number of fatalities.

With this system it is possible for the PC’s to win the battle, but for their crew to have been routed (or vice versa). In this case, have the losing crew come storming back when they see the success of their officers. The battle is won, but with a heavy cost.

Crew Upgrades

Got Your Back

This upgrade represents a crew that looks out for each other in combat (or a skilled surgeon). Ignore one point of Morale damage in determining fatalities. 2,500gp

Landlubbers Need Not Apply

This upgrade represents a crew of more highly skilled sailors than normal providing a +1 on any of the Pilot’s or Captain’s skill checks. 1,000gp

This upgrade represents a crew that fights in a particularly bloodthirsty manner dealing 1 extra damage to their enemy’s morale per successful round in a Boarding Action. 10,000 gp

Well Paid

This upgrade gives a +1 to the crew’s base Morale stat. 10,000 gp

Primary Combat

Shipboard combat is normally a battle between the “primaries” of the two ships—usually meaning that the PCs fight the enemy ship’s captain and any other major NPCs on the enemy ship in normal combat. Meanwhile, the two ships’ crews are assumed to be fighting each other in the background.

The PCs earn normal XP for the foes they defeat in shipboard combat. In most circumstances, the ship-to-ship battle just serves as a prelude to the main combat. If, however, the PCs decided to fight out an entire ship-to-ship battle and they sink or destroy a ship without ever fighting the ship’s captain and NPCs, then they earn XP based on the captain’s CR.

Fire

Fire is an ever-present danger on every wooden ship, but while most ships are not in danger of going up in flames from a dropped torch or lantern, alchemical or magical fires can be much more dangerous. Note that many instantaneous fire spells do not automatically catch a ship on fire, but those that deal fire damage over multiple rounds have a better chance of causing a fire on board a ship (see Magic below).

When a ship takes fire damage (such as from alchemist’s fire, flaming arrows, certain spells, and other effects at the GM’s discretion), it must immediately make a Fortitude save (DC 10 + damage dealt) or catch fire. Unless an attack specifically targets a ship’s means of propulsion (such as sails), it is assumed that such attacks affect the structure of a ship itself.

Once a ship has caught fire, it automatically takes 2d6 points of fire damage per round (ignoring hardness) as the fire spreads. The ship’s crew can attempt to extinguish the flames as a full-round action for the entire crew, allowing the ship to make a Reflex save (DC 15 + the number of rounds the ship has been on fire). A successful saving throw means the fire has been put out. A failed saving throw results in the ship taking the normal 2d6 points of fire damage for the round.

A ship must take the “uncontrolled” action each round that its crew attempts to put out a fire, as they are not sailing the ship at this time.

Magic

Creatures can attack ships with spells. Ships are objects, so spells that can only target creatures have no effect on ships. However, because a ship is actively crewed and piloted, it can make saving throws against spell effects. Ships are immune to most spells that require a Will save. A ship without a crew is considered an unattended object and cannot make saving throws.

The effects of most spells on ships can be determined normally. However, certain spells have different effects in naval combat. The effects of these spells are detailed below. GMs can use these examples as guidelines for determining how other spells not listed here affect ships. For the most part, these effects only apply during ship-to-ship combat, not during normal combat aboard a ship, though some affects (such as starting fires), could still apply, at the GM’s discretion.

Acid Fog, Solid Fog

The effects created by these spells do not move with a ship, but they do reduce the speed of a ship moving through them to half.

Align Weapon, Keen Edge, Magic Weapon, Greater Magic Weapon

These spells also affect siege engines and siege engine ammunition.

Animate Objects

A ship under the control of a pilot cannot be animated with this spell without the pilot’s consent. An animated ship moves as the caster directs. It needs no crew other than the caster, who is considered the ship’s pilot. An animated ship’s statistics, such as its hit points, do not change.

Black Tentacles

This spell can be cast on the surface of the water or on a ship’s deck. The tentacles do not attack ships.

Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

Disintegrate

This spell deals 2d6 points of damage per caster level
(maximum 40d6) to a ship.
Earthquake

This spell has no effect in the deep waters of the ocean.

Fabricate

The materials created by this spell can be used to repair a ship.

Fire Storm, Flame Strike

These spells do not start fires on a ship unless the ship rolls a natural 1 on its saving throw against fire damage.

Forcecage, Resilient Sphere, Wall of Force

The effects of these spells move with a ship if they are anchored to it. Otherwise, they do not move with a ship, and a ship running into them makes a ramming maneuver.

Freezing Sphere

This spell can be used to attempt to trap a ship in ice by targeting the water around the ship rather than the ship itself. The ship’s speed is reduced to 0 for the duration of the spell unless the pilot of the ship makes a DC 25 sailing check to break free of the ice.

The entrances to the extradimensional spaces created by these spells do not move with a ship.

Mirage Arcana

Ships are considered structures for the purposes of this spell.

Ice Storm, Sleet Storm

The sleet, snow, and ice created by these spells do not move with a ship, but the deck is considered icy. These spells also allow a ship to make an additional saving throw to extinguish fires.

Incendiary Cloud

The cloud created by this spell does not move with a ship, but the caster can concentrate to move the cloud along with a ship. This spell can start fires on a ship.

Passwall

A ship can make a Fortitude save to negate the effects of this spell. A ship affected by this spell gains the broken condition and the sinking condition, but the ship is restored to its normal condition when the spell ends (though a sunken ship remains sunk).

Polymorph Any Object

A ship is a collection of numerous objects. As a result, any ship of Huge size or larger is too big to be affected by this spell.

Prismatic Sphere, Prismatic Spray, Prismatic Wall

These spells do not start fires on a ship unless the ship passes through the spell effect and rolls a natural 1 on its saving throw against fire damage. A prismatic sphere or prismatic wall moves with a ship if it is anchored to the ship. Otherwise, it does not move with a ship.

Repel Wood

If you are standing on a ship, that ship is considered a fixed object in relation to you and is not affected by this spell. Loose objects on your ship, or on other ships within range, are affected normally. A ship under the control of a pilot can make a Will save to negate the effects of this spell.

Reverse Gravity

A ship must fit entirely within the spell’s area to be affected by this spell, though creatures and objects on a ship’s deck are affected normally. If an entire ship is affected and falls back down more than 50 feet, the pilot must succeed at a DC 20 sailing check when the ship lands or it gains the sinking condition.

Sunbeam, Sunburst
These spells deal only half damage to ships.
Sympathetic Vibration
A ship is considered a freestanding structure for the purposes of this spell.
Wall of Fire
A wall of fire cast on the deck of a ship moves with the ship and can start on-board fires. Otherwise, the wall does not move with the ship, and does not start on-board fires.
Warp Wood
A warped ship springs a leak and gains the broken condition. If the ship is reduced to below half its hit points while warped, it gains the sinking condition.
Whirlwind
Most ships are too large to be affected by this spell, but loose objects and creatures on the ship’s deck may still be affected.
Wind Wall

The effects of this spell move with a ship if it is anchored to the ship.